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  • unity xml序列化与反序列化 多平台

    换平台确实是一个头疼的问题,本来在pc用.net的json处理数据很是顺手的,但是发布web版本后,发现他不支持。后面找了好几个开源json都不能很好的支持web,或者不能支持List等。于是我就想着自己利用xml写一个序列化与反序列化用来存储数据或者解析数据。这里我只测试了pc与web平台,移动端的没有测试。


    自定义xml序列化脚本,因为可能使用到中文,所以设置utf-8编码:

    using UnityEngine;
    using System.Collections;
    using System.Text;
    using System.IO;
    using System.Xml;
    using System.Xml.Serialization;
    using System;
    
    /// <summary>
    /// XML序列化
    /// </summary>
    public class CustomXMLData  {
    
        private static CustomXMLData xmlData;
        /// <summary>
        /// 获取本类对象
        /// </summary>
        /// <returns></returns>
        public static CustomXMLData getInstance()
        {
            if (xmlData == null)
            {
                xmlData = new CustomXMLData();
            }
            return xmlData;
        }
    
        /// <summary>
        /// 序列化--内存流
        /// </summary>
        /// <param name="pObject">对象</param>
        /// <param name="t">类型</param>
        /// <returns></returns>
        public string SerializeObject(object pObject, Type t)
        {
            string XmlizedString = null;
            MemoryStream memoryStream = new MemoryStream();
            XmlSerializer xs = new XmlSerializer(t);
            XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
            xs.Serialize(xmlTextWriter, pObject);
            memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
            XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
            Debug.Log("" + XmlizedString);
            return XmlizedString;
    
        }
    
        /// <summary>
        /// 字节转string
        /// </summary>
        /// <param name="characters">字节数组</param>
        /// <returns></returns>
        private string UTF8ByteArrayToString(byte[] characters)
        {
            UTF8Encoding encoding = new UTF8Encoding();
            string constructedString = encoding.GetString(characters);
            return (constructedString);
        }
    
        /// <summary>
        /// 反序列化
        /// </summary>
        /// <param name="pXmlizedString">string内容</param>
        /// <param name="t">类型</param>
        /// <returns></returns>
        public object DeserializeObject(string pXmlizedString, Type t)
        {
            XmlSerializer xs = new XmlSerializer(t);
            MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
            XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
            return xs.Deserialize(memoryStream);
        }
    
        /// <summary>
        /// 字符串转字节数组
        /// </summary>
        /// <param name="pXmlString">字符内容</param>
        /// <returns></returns>
        private byte[] StringToUTF8ByteArray(string pXmlString)
        {
            UTF8Encoding encoding = new UTF8Encoding();
            byte[] byteArray = encoding.GetBytes(pXmlString);
            return byteArray;
        }
    
        /// <summary>
        /// 序列化--XML文件
        /// </summary>
        /// <param name="pObject">对象</param>
        /// <param name="t">类型</param>
        /// <param name="XMLPath">生成的xml路径</param>
        public void SerializeObjectXML(object pObject, Type t,string XMLPath)
        {
            XmlWriterSettings ws = new XmlWriterSettings();
            ws.Encoding = Encoding.UTF8;
            XmlWriter xmTextWriter = XmlWriter.Create(XMLPath, ws);
            XmlSerializer xmlFormat = new XmlSerializer(t);
            xmlFormat.Serialize(xmTextWriter,pObject);
        }
    }
    

    测试脚本:

    using UnityEngine;
    using System.Collections;
    
    public class Test : MonoBehaviour {
    
    	// Use this for initialization
    	void Start () {
            //定义Player对象
            Player player = new Player("学号ID",50,26.5f);
    
            //序列化 通过内存流转为字符串,可以将字符串存于数据库中存储操作或其他操作
            string serStr=CustomXMLData.getInstance().SerializeObject(player,typeof(Player));
            //反序列化 将字符串解析为Player对象
            Player tempPlayer = (Player)CustomXMLData.getInstance().DeserializeObject(serStr, typeof(Player));
            
            //序列化 创建本地xml文件
            CustomXMLData.getInstance().SerializeObjectXML(player, typeof(Player), Application.dataPath + "/1.xml");
            //读取xml的内容 并反序列化
            StartCoroutine(ReadXml(Application.dataPath + "/1.xml"));
    	}
    	
    	// Update is called once per frame
    	void Update () {
    	
    	}
    
        /// <summary>
        /// 读取xml的内容 并反序列化
        /// </summary>
        /// <param name="xmlPath">xml文件的路径</param>
        /// <returns></returns>
        IEnumerator ReadXml(string xmlPath)
        {
            Player tempPlayer=null;
            WWW w = new WWW(xmlPath);
            yield return w;
            if(w.error==null)
                tempPlayer = (Player)CustomXMLData.getInstance().DeserializeObject(w.text, typeof(Player));
        }
    
    }
    


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  • 原文地址:https://www.cnblogs.com/liang123/p/6325911.html
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